No Man's Sky - Switch release due on 7th October

Anything to do with games at all.
User avatar
Meep
Member
Joined in 2010
Location: Belfast

PostRe: No Man's Sky - Concept art
by Meep » Sat Jan 25, 2014 12:02 pm

:lol: Forgot there was an actual Elite game coming out. Still, this manages to look far more impressive despite coming from a much smaller team.

HSH28
Member
Joined in 2008

PostRe: No Man's Sky - Concept art
by HSH28 » Sat Jan 25, 2014 1:38 pm

Meep wrote::lol: Forgot there was an actual Elite game coming out. Still, this manages to look far more impressive despite coming from a much smaller team.


I'm not sure that's actually true. Elite looks to be far more structured than this game is, I'm pretty sure it'll be the deeper game too.

Elite is obviously much further along too.

User avatar
rudderless
Member
Joined in 2009

PostRe: No Man's Sky - Concept art
by rudderless » Sat Jan 25, 2014 8:23 pm

smurphy wrote:
Saint of Killers wrote:What would be the point of subscribing to the mag if everything ended up on the website straight away?


There wouldn't be a point, that's why I cancelled my Edge sub of 3 years a while ago.


And yet this isn't on the website straight away, so you're in here asking people to post scans. Kind of screwed up your own argument, no?

[iup=3595962]KB[/iup] wrote:People like Glen Whelan have a proper face!
User avatar
smurphy
Member
Joined in 2008
AKA: A Little Cocky Child
Location: Scotland

PostRe: No Man's Sky - Concept art
by smurphy » Sun Jan 26, 2014 4:50 am

I'm not going to pay £4.50 a shot for one article.

Faust
Member
Joined in 2014

PostRe: No Man's Sky - Concept art
by Faust » Sun Jan 26, 2014 5:29 am

Hopefully it won't end up like minecraft in space. I do like the idea of exploring an entire solar system, but I hope there is also a plot element to it.

It could work very well with the background game where you can explore, then every 6 months or so an episodic plot arc is released etc

User avatar
rudderless
Member
Joined in 2009

PostRe: No Man's Sky - Concept art
by rudderless » Sun Jan 26, 2014 8:24 am

smurphy wrote:I'm not going to pay £4.50 a shot for one article.


There's much more than one article that isn't online, and it's only £3.33 a month if you subscribe. Less if you get the digital version.

[iup=3595962]KB[/iup] wrote:People like Glen Whelan have a proper face!
User avatar
Super Dragon 64
Member
Joined in 2008

PostRe: No Man's Sky - Concept art
by Super Dragon 64 » Sun Jan 26, 2014 10:52 am

rudderless wrote:
smurphy wrote:I'm not going to pay £4.50 a shot for one article.


There's much more than one article that isn't online, and it's only £3.33 a month if you subscribe. Less if you get the digital version.

He only cares about one article.

Image
User avatar
Saint of Killers
Member
Member
Joined in 2008

PostRe: No Man's Sky - Concept art
by Saint of Killers » Sun Jan 26, 2014 12:19 pm

Maybe those of you that really want to read the piece can chip £4 into a PayPal account and buy the digital version. That way you waste (if that how you see it) less money and you all get to see the article for less than full price (though possibly in a slightly convoluted way).

Anyway, here's an interview with Sean Murray from the same issue...

What does a day of procedural programming entail?

I create all the planet shapes, the terrain shapes, the rivers, the mountains, the seas, that kind of thing. Previously, I used to write an engine and then I would pass that off to Grant, and then I would write tools and [do the same]. I would have no input into the shape or the style of an environment – that would then be handed over to Grant entirely… The difference now, for instance, is the other day I was introducing the idea of a cave system, and that means actually taking the input of layers of what is [essentially] random noise and passing that through a variety of different systems that think about stuff like laws of erosion, which are the same ones we use for our mountains, and that think about actual cave structures, which is the same thing we’ve already done for rivers and for seas, and [it] feeds off those things.

And I iterate on that, I run the game and I charge about an environment and find some caves and think, ‘They look good!’ Then I fly to another planet and see that they look terrible, and they’ve created some kind of crazy landscape. And then you fly to another and there are no caves, and then [on] another there’s water in the caves, because of where the sea level is on that planet, and you dive down and find that there’s actually some small bacteria-based life there, and it comes as a total surprise.

Does the topography of a planet have to be traversable by the player, or do you have areas where it’s not possible to go?

When we first started working on this project, I would say that the landscapes we created looked far more alien, [and] in some ways more interesting at times. But they had terrible gameplay, and that was our first moment of, ‘Oh my God, what are we doing?’ And it has been one of the hardest problems on this project to make something that doesn’t just look traversable, but looks interesting to traverse, that looks in many ways handmade, but can go on for miles and miles and still keep providing you with something you haven’t seen before.

The game has no tutorial, and you’ve suggested that players will be left to their own devices. To us, that sounds like Dark Souls, which lets you figure out its mechanics.

Right, and that is a very good reference point for some of the things we want to do in terms of multiplayer – in terms of progression as well.

But without that kind of direct interaction?

The thing that really interests me in multiplayer is the community, the social aspect of actually playing together, of sharing an experience with a lot of people. [For example], the best time for me in an MMOG is those first few weeks, where everything is in flux and everyone is just trying to figure out the rules and the lore of the game. It’s like you’ve landed in this universe that’s just been created for you and you’re all going to figure out how it works. And that is exactly what we want to create.

So if someone’s coming into the game at a later time, when most things have been discovered, how do you ensure they’ll have a similar experience to when the game started?

There are two things in that. The first thing is that you probably underestimate the size of the universe. If all of the people on Earth right now had very powerful spaceships and were to visit every corner of every planet in the universe, we would not do very well in our lifetime of mapping that out. The second thing is that the outer edges of the first galaxy will begin to be more explored, but as more and more players come into the game there are mechanisms we’re bringing in that will keep everything in flux, and that ties in with things you can do that are of significance.

How does information sharing work?

You’re all in the same universe, and when you [discover something] you can upload what you found to what is effectively a star map and an encyclopaedia of knowledge. And people would then be able to find those things much more quickly and progress forward.

Will you be able to share false information?

[Laughs] That is just the way the human mind works; it’s unbelievable. And I do love that in Dark Souls. We’re not doing that, so you can’t share false information, but you could choose not to share information. And you could also choose to share information in a way that was beneficial to you…

How do you discourage malicious behaviour?

We’re trying to create a set of systems that will create emergent behaviour, but we would be silly to think that some of that behaviour isn’t going to be dickishness. And we would be wrong to try to curb or control that. The greatest thing about something like DayZ is that it creates these real stories of human nature. We similarly want to create stories that feel real, and that have an element of human nature. Having said that, I do think dickishness is a problem in DayZ and hurts the experience when it happens. We want cooperation to be rewarded – not by the systems we put in, but because that’s what feels right for the universe.

http://www.edge-online.com/news/hello-games-sean-murray-on-creating-and-exploring-no-mans-skys-procedural-worlds/

User avatar
smurphy
Member
Joined in 2008
AKA: A Little Cocky Child
Location: Scotland

PostRe: No Man's Sky - Concept art
by smurphy » Sun Jan 26, 2014 6:55 pm

rudderless wrote:
smurphy wrote:I'm not going to pay £4.50 a shot for one article.


There's much more than one article that isn't online, and it's only £3.33 a month if you subscribe. Less if you get the digital version.


Look Ruddy, I like reading magazines and am sad to see them dying, but Edge isn't worth the money any more. They were putting the stuff I wanted to read online before I even got my copy in the mail. There was still some decent articles in there, but not worth the cost. Also separate to that I thought the magazine, in particular the reviews, kind of went downhill in the last few years.

I was just winding you up with my original post.

PS: Digital magazines. :dread:

User avatar
Saint of Killers
Member
Member
Joined in 2008

PostRe: No Man's Sky - Exclusive console launch on PS4
by Saint of Killers » Tue Jun 10, 2014 4:02 am

Feels like ages since they made the announcement (thanks to that strawberry floating Dairy Milk Sony guy :x), but if I recall correctly, the way it was worded was that it would launch on consoles on PS4 first. So PC will get it at same time and XB1 some time down the line. That was my take on it anyway.

If someone can upload the NMS E3 2014 segement with Sean Murray talking that would be great.


HSH28
Member
Joined in 2008

PostRe: No Man's Sky - Exclusive console launch on PS4
by HSH28 » Tue Jun 10, 2014 4:04 am

PC might well get it first, but yeah first on consoles on PS4.

No idea about how long that exclusivity will last though.

User avatar
1cmanny1
Member ♥
Joined in 2008
Location: New Zealand

PostRe: No Man's Sky - Exclusive console launch on PS4
by 1cmanny1 » Tue Jun 10, 2014 4:07 am

If you can build stuff, I am in. Exploring gets boring after a while.

Image
User avatar
Saint of Killers
Member
Member
Joined in 2008

PostRe: No Man's Sky - Exclusive console launch on PS4
by Saint of Killers » Tue Jun 10, 2014 4:09 am

Not very long if we go by their previous games.

I was thinking it may launch on PC/PS4 at same time due to the fact they started work on 'em close together. But yeah, good point, it could launch on PC first.

User avatar
Saint of Killers
Member
Member
Joined in 2008

PostRe: No Man's Sky - Exclusive console launch on PS4
by Saint of Killers » Tue Jun 10, 2014 4:11 am

1cmanny1 » Tue Jun 10, 2014 4:07 am wrote:If you can build stuff, I am in. Exploring gets boring after a while.


Pretty sure when it was first shown they mentined you would have to scavenge and build stuff in certain situations to get off planet/explore further in to space.

User avatar
1cmanny1
Member ♥
Joined in 2008
Location: New Zealand

PostRe: No Man's Sky - Exclusive console launch on PS4
by 1cmanny1 » Tue Jun 10, 2014 4:19 am

They really need to remake Spore. That had an amazing concept, just ahead of its time.

Image
User avatar
Tafdolphin
RETURN POLICY ABUSER
RETURN POLICY ABUSER
Joined in 2008

PostRe: No Man's Sky - Exclusive console launch on PS4
by Tafdolphin » Tue Jun 10, 2014 6:18 am

Saint of Killers » Tue Jun 10, 2014 4:02 am wrote:Feels like ages since they made the announcement (thanks to that strawberry floating Dairy Milk Sony guy :x), but if I recall correctly, the way it was worded was that it would launch on consoles on PS4 first. So PC will get it at same time and XB1 some time down the line. That was my take on it anyway.

If someone can upload the NMS E3 2014 segement with Sean Murray talking that would be great.



strawberry floating hell, that's one of the most impressive trailers I've ever seen. Pretty much my ideal game right there.

---------------------------
Games wot I worked on:
Night Call: Out now!
Rip Them Off: Out now!
Chinatown Detective Agency: 2021!
EXOGATE Initiative: Early Access Summer 2021
t: @Tafdolphin | Twitch: Tafdolphin
User avatar
Victor Mildew
Member
Joined in 2009

PostRe: No Man's Sky - Exclusive console launch on PS4
by Victor Mildew » Tue Jun 10, 2014 6:52 am

That looks amazing :o

Hexx wrote:Ad7 is older and balder than I thought.
User avatar
Xeno
Member
Joined in 2008

PostRe: No Man's Sky - Exclusive console launch on PS4
by Xeno » Tue Jun 10, 2014 7:16 am

At least the devs seem to understand that a full on exclusive wasn't the way to go with this game. I just hope it lives up to the hype.

Falsey wrote:
Xeno wrote:Chewing takes effort. What he needs is Emma Watson to chew his food then transfer it to him for him to swallow.

I dont know why, but that sounds strawberry floating incredible.

Wuijibobo wrote:You're a funny man Xeno. I like you... That's why I'm going to kill you last.
User avatar
Tafdolphin
RETURN POLICY ABUSER
RETURN POLICY ABUSER
Joined in 2008

PostRe: No Man's Sky - Exclusive console launch on PS4
by Tafdolphin » Tue Jun 10, 2014 7:34 am

When the starship fleet warped in, my inner 15 year old was weeping tears of pure joy. But when they chased the fighters to that second planet... Oh man. Just absolutely stunning. Almost too good to be true stunning but oh god I really hope it's not.

---------------------------
Games wot I worked on:
Night Call: Out now!
Rip Them Off: Out now!
Chinatown Detective Agency: 2021!
EXOGATE Initiative: Early Access Summer 2021
t: @Tafdolphin | Twitch: Tafdolphin
User avatar
Victor Mildew
Member
Joined in 2009

PostRe: No Man's Sky - Exclusive console launch on PS4
by Victor Mildew » Tue Jun 10, 2014 8:23 am

Jus watched the trailer again... IN TO MY VEINS

Hexx wrote:Ad7 is older and balder than I thought.

Return to “Games”

Who is online

Users browsing this forum: Edd, HailToTheKingBaby!, ITSMILNER, Jazzem, kazanova_Frankenstein, Lagamorph, more heat than light, poshrule_uk, shy guy 64 and 175 guests